I'm trying to setup scrollbars in a simple SFML window.
The main reason why I need scrollbars is I'm trying to make a simple wave editor using
the sound functions in SFML. The scrollbars will be used for scrolling through the wave (hscrolling) and also
zooming in on it (vscrolling).
However I'm having trouble just even getting simple events like: WM_CREATE to popup once I've
created a window. I'm also confused how to integrate win32 into SFML becaue of how it's setup.
There's no wndproc callback now...so how does it know which window is getting a callback?
Anyways here's my code, maybe someone can tell me how to get a simple WM_CREATE event working:
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <windows.h>
#include <cmath>
HWND button;
////////////////////////////////////////////////////////////
/// Function called whenever one of our windows receives a message
///
////////////////////////////////////////////////////////////
LRESULT CALLBACK onEvent(HWND handle, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
// Quit when we close the main window
case WM_CLOSE :
{
PostQuitMessage(0);
return 0;
}
// Quit when we click the "quit" button
case WM_COMMAND :
{
if (reinterpret_cast<HWND>(lParam) == button)
{
PostQuitMessage(0);
return 0;
}
}
}
return DefWindowProc(handle, message, wParam, lParam);
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \param Instance : Instance of the application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
INT WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, INT)
{
// Define a class for our main window
WNDCLASS windowClass;
windowClass.style = 0;
windowClass.lpfnWndProc = &onEvent;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = instance;
windowClass.hIcon = NULL;
windowClass.hCursor = 0;
windowClass.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_BACKGROUND);
windowClass.lpszMenuName = NULL;
windowClass.lpszClassName = TEXT("Test");
RegisterClass(&windowClass);
// Main Window
HWND window = CreateWindow(TEXT("Test"), TEXT("SFML Win32"), WS_SYSMENU | WS_VISIBLE | WS_HSCROLL | WS_VSCROLL, 200, 200, 660, 520, NULL, NULL, instance, NULL);
// Add a button for exiting
button = CreateWindow(TEXT("BUTTON"), TEXT("Quit"), WS_CHILD | WS_VISIBLE, 560, 440, 80, 40, window, NULL, instance, NULL);
// Let's create two SFML views
/*
HWND view1 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 20, 20, 300, 400, window, NULL, instance, NULL);
HWND view2 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 340, 20, 300, 400, window, NULL, instance, NULL);
sf::RenderWindow SFMLView1(view1);
sf::RenderWindow SFMLView2(view2);
*/
// Create a clock for measuring elapsed time
sf::Clock clock;
// Loop until a WM_QUIT message is received
MSG message;
message.message = static_cast<UINT>(~WM_QUIT);
while (message.message != WM_QUIT)
{
if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
// If a message was waiting in the message queue, process it
TranslateMessage(&message);
switch(message.message){
case WM_CREATE:
MessageBox(window, TEXT("MESSAGE"), TEXT("Hello"), 0);
break;
}
DispatchMessage(&message);
}
else
{
float time = clock.getElapsedTime().asSeconds();
// Clear views
/*
SFMLView1.clear();
SFMLView2.clear();
// Display each view on screen
SFMLView1.display();
SFMLView2.display();
*/
}
}
// Destroy the main window (all its child controls will be destroyed)
DestroyWindow(window);
// Don't forget to unregister the window class
UnregisterClass(TEXT("Test"), instance);
return EXIT_SUCCESS;
}
Got it working.
Clearly I didn't realize I had a "WndProc" all ready in the code.
However I have another question.
Now I'm trying to display a sprite (knight.png) in my main win32 window.
I achieved this. However, for some reason:
1) The background is black and not default gray
2) When I scroll with my scrollbars, the background changes to gray and erases my sprite while scrolling, and puts the background color back to black and draws my sprite again after I stop scrolling.
Here's my updated code with drawing a sprite in a Win32 window:
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <windows.h>
#include <cmath>
HWND button;
////////////////////////////////////////////////////////////
/// Function called whenever one of our windows receives a message
///
////////////////////////////////////////////////////////////
LRESULT CALLBACK onEvent(HWND handle, UINT message, WPARAM wParam, LPARAM lParam)
{
SCROLLINFO si;
RECT clientRect;
GetClientRect(handle, &clientRect);
int iVertPos, iHorzPos;
switch (message)
{
case WM_CREATE:
MessageBox(handle, TEXT("MESSAGE"), TEXT("Hello"), 0);
break;
case WM_HSCROLL:
si.cbSize = sizeof(si);
si.fMask = SIF_ALL;
GetScrollInfo(handle, SB_HORZ, &si);
iHorzPos = si.nPos;
switch (LOWORD(wParam))
{
case SB_LINELEFT:
si.nPos -=1;
break;
case SB_LINERIGHT:
si.nPos += 1;
break;
case SB_PAGELEFT:
si.nPos -= si.nPage;
break;
case SB_PAGERIGHT:
si.nPos += si.nPage;
break;
case SB_THUMBTRACK:
si.nPos = si.nTrackPos;
break;
default:
break;
}
si.fMask = SIF_POS;
SetScrollInfo(handle, SB_HORZ, &si, TRUE);
GetScrollInfo(handle, SB_HORZ, &si);
if (si.nPos != iHorzPos)
{
InvalidateRect(handle, &clientRect, TRUE);
UpdateWindow(handle);
}
return 0;
case WM_VSCROLL:
si.cbSize = sizeof(si);
si.fMask = SIF_ALL;
GetScrollInfo(handle, SB_VERT, &si);
iVertPos = si.nPos;
switch(LOWORD(wParam)){
case SB_TOP:
si.nPos = si.nMin;
break;
case SB_BOTTOM:
si.nPos = si.nMax;
break;
case SB_LINEUP:
si.nPos--;
break;
case SB_LINEDOWN:
si.nPos++;
break;
case SB_PAGEUP:
si.nPos -= si.nPage;
break;
case SB_PAGEDOWN:
si.nPos += si.nPage;
break;
case SB_THUMBTRACK:
si.nPos = si.nTrackPos;
break;
default:
break;
}
si.fMask = SIF_POS;
SetScrollInfo(handle, SB_VERT, &si, TRUE);
GetScrollInfo(handle, SB_VERT, &si);
if(iVertPos != si.nPos){
InvalidateRect(handle, &clientRect, TRUE);
UpdateWindow(handle);
}
return 0;
// Quit when we close the main window
case WM_CLOSE :
{
PostQuitMessage(0);
return 0;
}
// Quit when we click the "quit" button
case WM_COMMAND :
{
if (reinterpret_cast<HWND>(lParam) == button)
{
PostQuitMessage(0);
return 0;
}
}
}
return DefWindowProc(handle, message, wParam, lParam);
}
LRESULT CALLBACK freqEvent(HWND handle, UINT message, WPARAM wParam, LPARAM lParam){
switch(message){
case WM_CREATE:
break;
}
return DefWindowProc(handle, message, wParam, lParam);
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \param Instance : Instance of the application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
INT WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, INT)
{
// Define a class for our main window
WNDCLASS windowClass;
windowClass.style = 0;
windowClass.lpfnWndProc = &onEvent;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = instance;
windowClass.hIcon = NULL;
windowClass.hCursor = 0;
windowClass.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_BACKGROUND);
windowClass.lpszMenuName = NULL;
windowClass.lpszClassName = TEXT("Main");
RegisterClass(&windowClass);
// Define a class for our frequency window
WNDCLASS freqClass;
freqClass.style = 0;
freqClass.lpfnWndProc = &freqEvent;
freqClass.cbClsExtra = 0;
freqClass.cbWndExtra = 0;
freqClass.hInstance = instance;
freqClass.hIcon = NULL;
freqClass.hCursor = 0;
freqClass.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_BACKGROUND);
freqClass.lpszMenuName = NULL;
freqClass.lpszClassName = TEXT("Freq");
RegisterClass(&freqClass);
sf::Texture texture;
if (!texture.loadFromFile("knight.png"))
{
// error...
}
sf::Sprite sprite;
sprite.setTexture(texture);
// Main Window
HWND window = CreateWindow(TEXT("Main"), TEXT("Sound Editor"), WS_SYSMENU | WS_VISIBLE | WS_HSCROLL | WS_VSCROLL, 200, 200, 660, 520, NULL, NULL, instance, NULL);
//Frequency Window
HWND freqWnd = CreateWindow(TEXT("Freq"), TEXT("Frequency"), WS_SYSMENU | WS_VISIBLE, 200, 200, 660, 520, NULL, NULL, instance, NULL);
// Add a button for exiting
button = CreateWindow(TEXT("BUTTON"), TEXT("Quit"), WS_CHILD | WS_VISIBLE, 560, 440, 80, 40, window, NULL, instance, NULL);
sf::RenderWindow SFMLViewMain(window);
// Let's create two SFML views
/*
HWND view1 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 20, 20, 300, 400, window, NULL, instance, NULL);
HWND view2 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 340, 20, 300, 400, window, NULL, instance, NULL);
sf::RenderWindow SFMLView1(view1);
sf::RenderWindow SFMLView2(view2);
*/
// Create a clock for measuring elapsed time
sf::Clock clock;
// Loop until a WM_QUIT message is received
MSG message;
message.message = static_cast<UINT>(~WM_QUIT);
while (message.message != WM_QUIT)
{
if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
// If a message was waiting in the message queue, process it
TranslateMessage(&message);
DispatchMessage(&message);
}
else
{
float time = clock.getElapsedTime().asSeconds();
SFMLViewMain.clear();
SFMLViewMain.draw(sprite);
SFMLViewMain.display();
// Clear views
/*
SFMLView1.clear();
SFMLView2.clear();
// Display each view on screen
SFMLView1.display();
SFMLView2.display();
*/
}
}
// Destroy the main window (all its child controls will be destroyed)
DestroyWindow(window);
DestroyWindow(freqWnd);
// Don't forget to unregister the window class
UnregisterClass(TEXT("Main"), instance);
UnregisterClass(TEXT("Freq"), instance);
return EXIT_SUCCESS;
}